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Assault Units don't naturally use their charge like in Dawn of War games because their's Crowd Control linked to it and resources, but it's pretty much necessary as it will allow your assault units to get in a bit quicker and stun a unit which will in turn reduce damage they take.
It was so that Melee units can tie up other units which is a thing in Warhammer Table top where units caught in melee either have to break out and take damage or lose units, which was hard to Balance in Dawn of War games.
DOW 1 Melee just chased you across the map and it was better for units like Commanders to just stay in Ranged Stance, DOW 2 Each Melee Unit had CC or A Way to Unlock it which greatly turned battles and forced retreats but some melee units were insanely strong (Bloodletters and Bloodcrusher), and DOW3 all Melee units slowed once they got in, but some also had CC or broken upgrades that made them insanely powerful, and Battlesector you were forced to do an action to force your units to break out but most of the time they took major damage or an action that let's you break out without taking damage but won't be able to act again during that turn.
I personally wish if a Unit is already tied up, your other melee units didn't get stuck or tied up by the already engaged unit when trying to just get past them with space